sounds like a great idea go for it
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Just played a game with a Viper whose first 5 items were Gloves of Haste. He proceeded to build Midas, Treads, TWO MAELSTROMS, and the beginnings of a third maelstrom. My stomach physically hurts after that game. For those interested here it is.
Just played a game with a Viper whose first 5 items were Gloves of Haste. He proceeded to build Midas, Treads, TWO MAELSTROMS, and the beginnings of a third maelstrom. My stomach physically hurts after that game. For those interested here it is.
Whats the maximum attack speed 0.5?
Delete them both. That's consistent.
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does anyone like that new necro set?
+500 ias with 1 bat with alch. should be around 5 attacks/second
does anyone like that new necro set?
Isn't it capped or the gains after a certain point are imperceptible like armor
does anyone like that new necro set?
Isn't it capped or the gains after a certain point are imperceptible like armor
Meh it leaves gold dust trails
Is there really a difference if ogre is 6 slotted with mjolnir and ac, pops mom and is blooodlusted?Thats what I said. Increased attack speed is capped at 500. Beyond that it depends on your BAT.
Normally its (IAS divided 100) divided by BAT iirc. So with 200 ias / by 1.7 you have something like 1.17 attack per second.
unless its the opposite where its BAT divided by IAS/100.
Attack speed has a cap, but armor isn't really. the gains you get in survivability increases linearly with armor rating.
I don't think this is true. Unless I misunderstand what you are saying, the value of a point of armor decays pretty rapidly around 10.
Nope, every single point of armor gives the exact same survivability servus physical damage, equal to 6% of your maximum hp.
I don't think this is true. Unless I misunderstand what you are saying, the value of a point of armor decays pretty rapidly around 10.
I guess I just don't understand how EHP is calculated, because that doesn't make sense to me.
I've started to use Ancient Aparition a bit and i'm not sure how to skill/item build him.
Obviously chilling touch is great in lane but when do i want cold feet early and when is ice vortex better?
Item wise i usually go for euls, or urn/forcestaff and then aghs if i can afford it. Is there any other item that's really good on him?
I guess I just don't understand how EHP is calculated, because that doesn't make sense to me.
Look at the equation for EHP.
Effective HP = Total HP × (Armor points × 0.06 + 1)
This is the same as saying
y = C*(x*0.06+1)
which is linear.
The confusion probably comes form looking at the damage reduction formula which is different and not linear.
Damage reduction = ((0.06 × armor) ÷ (1 + 0.06 × armor))
Which is
y = ((0.06*x)/(1+0.06*x)
not linear.
How do you factor in evasion, magic resistance, dmg block and medusa shield?
How do you factor in evasion, magic resistance, dmg block and medusa shield?
inkls pls
i mean. Is it x by 1.35% if its with butterfly?
Damage block happens before armor reduction. So you would first subtract the block value from the damage value, then do the armor equation. That's the only one I know. I have no fucking clue how evasion and shit is supposed to work.
Pretty sure it's the other way around, damage block always works far better on high armor heroes, because they negate whats "left" of the damage after armor reduction.
I guess I just don't understand how EHP is calculated, because that doesn't make sense to me.
I guess I just don't understand how EHP is calculated, because that doesn't make sense to me.
Look at the equation for EHP.
Effective HP = Total HP × (Armor points × 0.06 + 1)
This is the same as saying
y = C*(x*0.06+1)
which is linear.
The confusion probably comes form looking at the damage reduction formula which is different and not linear.
Damage reduction = ((0.06 × armor) ÷ (1 + 0.06 × armor))
Which is
y = ((0.06*x)/(1+0.06*x)
not linear.
Here's some Math I just wrote out if you or anyone else cares why it is the way it is instead of just reading off a table or extrapolating from some examples.
First lets lead with an example: Lets say you have a hero with 100hp and 1 armor. Then from the table given on that page you will have 5.7% damage reduction, meaning you take 1-.057 = .943 of real damage per point of physical damage. Then you will need to do 100/(.943) = 106.04 (approximate) damage in order to do 100 real damage and kill the hero. For 2 armor you get 10.7% damage reduction, or 1-.107 = .893 damage per point of physical damage, meaning you have to do 100/(.893) = 111.98 (approximate) damage to get the kill, notice the amount of damage you need has approximately doubled, and is about 2 times 6.04, which was the 6% of hp figure I mentioned earlier.
Now here the real math without the approximations:
From the previous link you can see that damage reduction is defined in dota as:
DR = ((0.06 * armor) / (1 + 0.06 * armor))
so we can see we get HP/(1-DR) = the amount of physical damage we need to do. Expanding we get:
HP/ (1 - ((0.06 * armor) / (1 + 0.06 * armor)).
We can substitute (1 + 0.06 * armor)/ (1 + 0.06 * armor) for the 1 in the previous equation to simplify the subtraction in order to get :
HP/ ((1 + 0.06 * armor)/ (1 + 0.06 * armor) - ((0.06 * armor) / (1 + 0.06 * armor)). So that now we have a common denominator and can subtract the fractions. Doing so we get
HP/ (1/(1+ 0.06* armor), and since division by fractions is the same as multiplying by the fraction but inverted, we get that our equation is equivalent to:
HP* (1+ 0.06* armor), which you can see is equal to HP + (0.06*armor*HP), means that the amount of physical damage needed to overcome a certain amount of DR is equivalent to 6% of your hp per point of armor.
basically this is totally on point:
33,000 EHP.
:3333
here you go, bro
http://devilesk.com/dota2/apps/hero-calculator/
enjoy your stay.
Thanks to this, I found out why I felt like a raid boss
33,000 EHP.
:3333
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